![]() ![]() the angle from the resulting direction. This original implementation is to aim straight ahead and then offset If (realmisl & flags & FPF_TRANSFERTRANSLATION) Y, spawnheight, t, false, (flags & FPF_NOAUTOAIM) != 0) = SpawnPlayerMissile (missiletype, shootangle, ofs. If (flags & FPF_AIMATANGLE) shootangle += angle Vector2 ofs = AngleToVector(ang, spawnofs_xy) If (useammo & weapon & stateinfo != null & stateinfo. If (numbullets missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0) So use the angle and pitch we passed instead. Arbitary portals will make angle and pitch calculations unreliable. Puff = LineAttack(bangle, range, bslope, 0, 'Hitscan ', pufftype, laflags | LAF_NOINTERACT, t) ĪimBulletMissile(proj, puff, flags, temp, false) Vector2 ofs = AngleToVector(ang, Spawnofs_xy) Īctor proj = SpawnPlayerMissile(missile, bangle, ofs. Let puff = LineAttack(bangle, range, bslope, damage, 'Hitscan ', pufftype, laflags, t) If (pufftype = NULL) pufftype = 'BulletPuff ' Ī_StartSound( weapon. If (!(flags & FBF_NOPITCH)) bslope = BulletSlope() If (range = 0) range = PLAYERMISSILERANGE If ((flags & FBF_USEAMMO) & weapon & stateinfo != null & stateinfo. Int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0 -Īction void A_FireBullets( double spread_xy, double spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff ", int flags = 1, double range = 0, class missile = null, double Spawnheight = 32, double Spawnofs_xy = 0) mStateType = STATE_Psprite & player != null & player. Resets the counter for the above function However, don't reload if we're out of ammo. Go back to the refire frames, instead of continuing on to the reload frames. ReloadCounter + 1) % count Įlse // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. If (!dontincrement || ReloadCounter != 0) mStateType != STATE_Psprite || player = null || player. bAltFire, false, true))Īction state A_CheckForReload( int count, statelabel jump, bool dontincrement = false) LZDoom 3.//=Īction state A_JumpIfNoAmmo(statelabel label).LZDoom 3.60 beta 2 binaries, hosted by GitHub.LZDoom 3.61 beta 4 binaries, hosted by GitHub.LZDoom 3.83a binaries, hosted by GitHub.LZDoom 3.86a binaries, hosted by GitHub.LZDoom 3.87c binaries, hosted by GitHub.High resolution correct version of the software fuzz, for both software and hardware renderers.Correct ZDoom software light mode for the hardware renderer.Truecolor support for the classic 2-point renderer.Polygonal, 3-point perspective truecolor software renderer (“Softpoly”).The QZDoom codebase enhancements partially also found their way into LZDoom, courtesy of Magnus Norddahl (dpJudas) and Rachael Alexanderson (Eruanna). Several fixes to mods to maintain compatibility.Options to switch between Direct3D 9 and DirectDraw rendering for software (Worldsim, backend).4 player splitscreen (LZDoom-exclusive). ![]() Optional High-quality (HQnX) rescaling filters for graphics, sprites and textures.Quake II and Half-Life-style skyboxes in addition to regular ZDoom skyboxes.Dynamic lights, brightmaps, glowing flats, custom hardware shaders.OpenGL 2.1 based renderer (OpenGL 3.3+ recommended):.Rudimentary support for Doom Legacy (To run existing Legacy mods like Ni'mRoD - IXNAY on the HOMBRE).All features from latest version of mainline GZDoom ( ACS, ZScript, ZMusic etc).Starting from LZDoom 4.5.0, the port will move to a more recent GZDoom build, dropping the OpenGL 2.1 renderer altogether in favor of the SoftPoly II renderer, a full 3D polygonal renderer that runs on the CPU on a hardware accelerated backend. The first version of LZDoom as result of this merging was version 3.82, released on July 19, 2019, seven days after the last Vintage release. Eventually, another one of drfrag's ports, GZDoom Vintage was merged into the existing codebase to create one new unified port under the same name. LZDoom was originally started as another legacy oriented build of GZDoom, built around version 3.3. ![]()
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